Fixed a major bug where the player could no longer use certain furniture after a duel.
Fixed a bug causing no damage between the player and a dragon during a duel.
Fixed a bug where a dragon could receive damage multiple times in a row during a duel.
Major overhaul of the duel management algorithm:
The initialization time of a magic duel is now slightly shorter.
Actor packages during duels have been removed in favor of an animation replacement system linked to Open Animation Replacer.
Added configurable widgets that will display during magic and Thu'um duels.
Using widgets during duels eliminates the need to alter the player's health, magic, and stamina bars.
The method for calculating the progress of a duel is now based on a timecode rather than tied to FPS (this means more accurate calculation for those with low FPS).
Effects on the player and their opponent will no longer dissolve during a duel.
Duelists should now remain perfectly still during duels. (Note that it is still possible for other mods to impose external actions on them during duels; unfortunately, I cannot predict such behaviors).
A multitude of tweaks and optimizations have been made to the majority of scripts.
New features:
Added the "Autopilot" option for magic duels, allowing an AI to temporarily take control of the player during duels.
Added a fourth fatality: "Vorax Exsanguis," where the player's health will be restored to that remaining of their opponent.
NPCs will be more expressive during duels, able to growl, mock, or even plead with the player depending on the current situation.
If a mod such as "Frozen Electrocuted Combustion" is installed, the possibility to apply additional effects to opponents at the end of duels.
The mod has been fully translated into the 9 official languages supported by the game.
MCM (Mod Configuration Menu) and segmentation:
The mod settings will now be automatically saved and loaded if MCM Helper is installed (the mod is not mandatory).
Added new settings in the MCM and segmented the duels section into two sections: "Magic Duels" and "Thu'um Duels".
Option to allow magic duels against creatures or not.
The camera can now be forced into third-person or first-person view during duels.
Added a setting to determine the smoothness of the magic duel calculation algorithm.
Added "Damage Multiplier," "Levels Influence," and "Shout Recovery Multiplier" settings in the "Thu'um Duels" section.
Modified settings related to Finishing Moves to make them easier to trigger.
Various improvements and adjustments:
Overhaul of the function determining the force with which the loser of a duel is propelled backward.
Adjustments and improvements to the three original fatalities (better timing, smoother animations).
Staves now have an animation during duels (for both left and right hands).
Camera changes made by the mod are now compatible with the "Improved Camera SE" mod (ensure that the "Scripted" event is disabled).
The magic used for the shield protecting against dragon Thu'um will gradually regenerate throughout a duel.
Added sound effects and animation when the magic gauge of a Thu'um duel is empty.
The notification when installing the mod is now more subtle and no longer appears in a popup.
Removed the book for configuring the mod without SkyUI (SkyUI is now REQUIRED to use the mod).
The mod is now flagged as ESL, which means it will no longer contribute to occupying one of the precious 255 slots reserved for large extensions.
Question: Is it possible to use a controller for the duels? Answer: Yes, it is possible, but remember to redefine the keys in the configuration menu.
Question: Is it possible to use other magic mods along with this one? Answer: Absolutely. No conflicts should take place between this mod and any other.
Question: I'm having trouble starting duels or updating settings. What should I do? Answer: If you have access to the MCM, you can restart the mod from there. Otherwise, you can type "StartQuest MDRResetQuest" into the game console.
Question: How do I update the mod to the latest version while retaining my save file if an older version was installed? Answer: If you want to update the mod on an existing save file, refer to this small guide explaining how to do this.
Question: Is it possible to have a magic duel without me having to intervene? Answer: Yes, there is an "Autopilot" function in the mod's configuration menu that allows an AI to take control of the player during a duel.
Question: What are the conditions for performing a finishing move? Answer: You can define these conditions in the configuration menu. If you choose "Skills required," here are the prerequisites for each fatality:
Fire: There are no prerequisites.
Ice: You must know the "Wuld" (Whirlwind Sprint) shout.
Shock: You must master at least the "Fus" (Unrelenting Force) shout.
Drain: You must be a vampire to enjoy this advantage.
Well, it's planned that the camera can be forced to first or third person in the settings, but other than that, I have no idea how the VR mod will behave. I don't have the proper equipment to test it, and if there are any issues, I'm not sure if I'll be able to do anything about it since duels are scripted events. If some users could let me know how a duel goes with the current version of the mod, that might give me an idea of the feasibility of it.
Well, to begin with, I would need to know how a duel unfolds in the VR edition of the game (via a video, for example). Then, depending on any issues that arise (if there are any), I may be able to consider solutions. However, I doubt that testing it on the current version would be very useful since the upcoming new version fundamentally changes the algorithm that manages duel progression. Therefore, I recommend waiting for the future v2.0.0 before conducting any tests.
It's a somewhat arbitrary version number that I've chosen for the regular version (SE/AE/GoG). As for the VR version, I couldn't test it myself, but I'm confident that the VR version of SKSE will be compatible. As for the final result, I'm not certain, but several users have reported that the mod worked quite well with the old version. So, I'm curious to know how it performs with V2.0.1.
It was a mistake on my part when checking the SKSE version; I forgot that the VR version had a lower number. I've uploaded a small fix that should bypass this check while I properly reintegrate the correct verification.
I had a persistent error in the older version, something to the effect of "thank you for installing / updating magicka duels reborn" every time I've launch the game, there is a starting area (sometimes called VR Playroom) to configure the controllers and walk test stuff like archery or sleeping, that was to not immediately being thrown into the prison cart scene as you first time playing and you can choose a new game from that "menu" that area, is for the sake of simplicity, it's like a new game without a specific save file, and because of that, this mod thinks I just installed or started a new game, I had to manually edit the mod and delete the message because it was starting to get grating to see it every time I launch the game I am not sure if the way the mod detects if was installed is tied to a save file, but I would suggest a different way to check if the game at least launched previously with the mod installed or some ini settings that I could use to persist configurations though a "new game" when the playroom appears
also, I remember the binging I set for my VR Controllers sometimes reset, both in the playroom (often) and in game (semi-rarely)
EDIT: let me clarify this was in the old version of the mod, I'm returning to the game after 2 years so I'm redownload mods I delete to save space on my PC
In VR I start a duel, and I instantly die. (with god mode enabled and my health set to like 999999) On the odd chance a duel does start, even after keybind config, nothing happens, and then after like 5 seconds i lose the clash and die, even with god mode enabled.
Although that might work too, it will have a permanent effect on the load order, and that's generally something people try to avoid because various side effects can occur later on...
Keep up the great work! This mod's mechanic encourages me to play more mage and freshens Skyrim's combat for me. Now to play around with this mod and Spellsiphon! Woo!
Question, if you initiate a duel with a mage and there's other enemies NPCs. Do they wait for the duel to be over or beat you up at the same time you're trying to win the duel?
If there are other hostile NPCs present, they will engage with each other rather than interfere with the duel. If there are no other NPCs present besides the two duelists, nearby friendly or hostile NPCs may gather to watch and possibly cheer for their allies. In any case, NPCs won't have the ability to harm either of the two duelists. Any NPCs who happen to stand between the duelists will be pushed aside without being harmed.
Fantastic update! And thank you for the fast reply . I forgot to mention one minor thing: the level multiplier. I often get to fight enemies, especially dragons, with level 100+ also because of mods, and the lower I can set it is 0.3. Do you think it could be made to reach 0%, ignoring level essentially? I'd rather prefer to take Destruction into account.
I have experienced a couple bugs tho': 1 - After a duel I wasn't able to interact with the Arcane Table. Save and reloading didn't fix it, unfortunately. 2 - If I start a duel with a 1h sword in the right hand and a spell in the left, switch to a 2h spell (let's say Firestorm), when the duel starts my char will equip a random sword from my inventory in the right hand and the spell in the left for the duel animation.
Now a suggestion, if I may, that would make the duel animation even more incredible. People like Kittytail have made some retextures for elemental effects. Do you think these could be applied to the fire/frost/lightning streams during the duel instead of the vanilla ones?
Thank you for your kind words about the mod, and I appreciate your detailed feedback and suggestions!
Regarding the bugs you encountered:
1. For the first bug, where the player can no longer interact with the furniture, I confirm it. I'll prioritize fixing this, but for now, the issue can be resolved by opening the console and typing "player.tai".
2. As for the issue where your character equips a random sword from your inventory during the duel animation, this is something I had managed to address on my end, and it no longer occurs even with numerous mods installed. It seems to be an AI behavior where it equips what it deems most effective during a fight. While it doesn't hinder the functionality of the mod, I'll explore alternative solutions to prevent this odd animation.
Regarding your suggestion to apply retextures for elemental effects during the duel animation, such as those provided by Kittytail, it's a fantastic idea. However, the current effects used for spells in the mod are of a different type ("Beam") compared to spells like "Flames" or "Frostbite" ("Flame" type). Unfortunately, they're not directly compatible. If there are talented modders interested in creating high-quality effects specifically for Magic Duel, I'm open to collaboration and would appreciate any recommendations.
Hello, I was testing this mod v2 with Perkish 2 AIO High v2.0.1 version of Spark and was not able to start this mod compare with the Vanilla version.
I believe I miss read this? I thought it meant modded magic were supported.
Either way very cool mod make me feel like a Sith lord; though I can understand the 15% chance to make it occur in the MCM Haven't tested the thum battle yet.
You read it correctly; the mod is indeed designed to be compatible with other magic mods or default spells that have been modified. However, it's essential for the authors of those mods to adhere to best practices by assigning the appropriate keywords to the spell effects they create, similar to what Bethesda does. Without this, Magic Duel may struggle to determine the type of spell it's encountering.
You could try again with the chance set to 100% to ensure it's not just bad luck.
286 comments
Change Log:
Major overhaul of the duel management algorithm:
New features:
MCM (Mod Configuration Menu) and segmentation:
Various improvements and adjustments:
Question: Is it possible to use a controller for the duels?
Answer: Yes, it is possible, but remember to redefine the keys in the configuration menu.
Question: Is it possible to use other magic mods along with this one?
Answer: Absolutely. No conflicts should take place between this mod and any other.
Question: I'm having trouble starting duels or updating settings. What should I do?
Answer: If you have access to the MCM, you can restart the mod from there.
Otherwise, you can type "StartQuest MDRResetQuest" into the game console.
Question: How do I update the mod to the latest version while retaining my save file if an older version was installed?
Answer: If you want to update the mod on an existing save file, refer to this small guide explaining how to do this.
Question: Is it possible to have a magic duel without me having to intervene?
Answer: Yes, there is an "Autopilot" function in the mod's configuration menu that allows an AI to take control of the player during a duel.
Question: What are the conditions for performing a finishing move?
Answer: You can define these conditions in the configuration menu.
If you choose "Skills required," here are the prerequisites for each fatality:
just tell me what to do and how to do it.
this mod is on my list of absolute favorites and would love
to see an official VR version or a update for compatibility.
So can not use this version until least SKSE VR is viable I guess.
I've uploaded a small fix that should bypass this check while I properly reintegrate the correct verification.
that area, is for the sake of simplicity, it's like a new game without a specific save file, and because of that, this mod thinks I just installed or started a new game, I had to manually edit the mod and delete the message because it was starting to get grating to see it every time I launch the game
I am not sure if the way the mod detects if was installed is tied to a save file, but I would suggest a different way to check if the game at least launched previously with the mod installed or some ini settings that I could use to persist configurations though a "new game" when the playroom appears
also, I remember the binging I set for my VR Controllers sometimes reset, both in the playroom (often) and in game (semi-rarely)
EDIT: let me clarify this was in the old version of the mod, I'm returning to the game after 2 years so I'm redownload mods I delete to save space on my PC
On the odd chance a duel does start, even after keybind config, nothing happens, and then after like 5 seconds i lose the clash and die, even with god mode enabled.
Or does this only work with Vanilla Spells?
Keep up the great work! This mod's mechanic encourages me to play more mage and freshens Skyrim's combat for me. Now to play around with this mod and Spellsiphon! Woo!
.
I forgot to mention one minor thing: the level multiplier.
I often get to fight enemies, especially dragons, with level 100+ also because of mods, and the lower I can set it is 0.3.
Do you think it could be made to reach 0%, ignoring level essentially?
I'd rather prefer to take Destruction into account.
Cheers,
Shinra
I have experienced a couple bugs tho':
1 - After a duel I wasn't able to interact with the Arcane Table. Save and reloading didn't fix it, unfortunately.
2 - If I start a duel with a 1h sword in the right hand and a spell in the left, switch to a 2h spell (let's say Firestorm), when the duel starts my char will equip a random sword from my inventory in the right hand and the spell in the left for the duel animation.
Now a suggestion, if I may, that would make the duel animation even more incredible.
People like Kittytail have made some retextures for elemental effects. Do you think these could be applied to the fire/frost/lightning streams during the duel instead of the vanilla ones?
Fire: https://www.nexusmods.com/skyrimspecialedition/mods/109414
Frost: https://www.nexusmods.com/skyrimspecialedition/mods/112509
Lightning: https://www.nexusmods.com/skyrimspecialedition/mods/15565
Thank you!
Regarding the bugs you encountered:
1. For the first bug, where the player can no longer interact with the furniture, I confirm it. I'll prioritize fixing this, but for now, the issue can be resolved by opening the console and typing "player.tai".
2. As for the issue where your character equips a random sword from your inventory during the duel animation, this is something I had managed to address on my end, and it no longer occurs even with numerous mods installed. It seems to be an AI behavior where it equips what it deems most effective during a fight. While it doesn't hinder the functionality of the mod, I'll explore alternative solutions to prevent this odd animation.
Regarding your suggestion to apply retextures for elemental effects during the duel animation, such as those provided by Kittytail, it's a fantastic idea. However, the current effects used for spells in the mod are of a different type ("Beam") compared to spells like "Flames" or "Frostbite" ("Flame" type). Unfortunately, they're not directly compatible. If there are talented modders interested in creating high-quality effects specifically for Magic Duel, I'm open to collaboration and would appreciate any recommendations.
I believe I miss read this? I thought it meant modded magic were supported.
Either way very cool mod make me feel like a Sith lord; though I can understand the 15% chance to make it occur in the MCM
Haven't tested the thum battle yet.
You could try again with the chance set to 100% to ensure it's not just bad luck.